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Hello,
Following the old lantern discussion on the images group I noticed that
it was mentioned that, for more realistic results, R+D<1 to keep the
reflected light intensity below the incoming light intensity. I also
noticed that as a starting rule of thumb S<R with S=R/2 for most
materials and S=R for metallic finishes.
How about specular highlight with relation to Diffuse? A very high
specular value would show a reflected value higher than the incoming
light. Should it be S+R+D<1? Or is specular highlight independent? I am
assuming only specular highlight (phong=0), albedo active, and
conserve_energy is on.
Most likely I am wrong on this but I just wanted to know if this correct
for more realistic materials.
FlyerX
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